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CATLIN'S 

Historic Origin 

OF THE 

Playing Cards, 

Their Ongmal Design and Subsequent Use. 

Full and Complete. Keliable and Authentic. 

AKD 

CATLIN'S 

New, Original and Scientific Qame of 

GUEST, 

The Superior Qame of the Period, for the So- 
ciety and for aU Home, Domestic and 
Social Entertainments. 



The TWO Complete, in Two Parts, in this One Volume. 

H. D. CATLIN, 

AUTHOR, 
No. 817 Maine Street, Quincy, Illinois. 

1893 



CATLIN'S 

Historic Origin 



OF THE 



Playing Cards, 1 

Their Original Design and Subsequent Use. 

■I 

Full and Complete. Reliable and Authentic. ^ 



CATLIN'S ' I 

New, Original and Scientific Qame of ] 

^5- GUEST, ! 

■ \ 

iThe Superior Qame of the Period, for the So- ] 

ciety and for all Home, Domestic and i 

Social Entertainments. I 



The TWO Complete, in Two-^arts, in this One Volume. . 

H. D.CATLIN, i 

AUTHOR, I 

No. 817 Maine Street, Quincy, Illinois. ! 

1 893. i 



Entered a^icorcling to Act of Congress, in tlie year 1893, by 
^c^''' H. D. CATLIN, 

in the office of Librarian of Congress, at Washington. 



PREFACE. 



(to pabt first.) 



The native genius inherent in man has ever been 
inspired and brought into use by Divine Providence, 
seemingly, to gratify and encourage man's ambitions 
to excel and progress in all of the many avenues 
opened in nature, in art and in science for the devel- 
opment of the same. This genius, guided by the 
"Law of Progress," knows "no such word as fail;" 
and it is only a question of time when success will 
reward the effort. 

Man was born with a native love for amusements 
and pastime recreations, and hence the adage, "All 
work and no play made Jack a dull boy." All great 
and durable enterprises have had their beginning with 
the ordinary ignorance of the ordinary man. And 
when the right time should come. Providence has 
always transferred "nature's gift" to the more ad- 
vanced and better educated man to accomplish and 
make perfect the work of genius. It is a truth in 
fact that "necessity is the mother of invention," and 
that "ignorance is the mother of genius;" and to both 
man may recognize his "birth-right" — so to speak — 
to the honors due, for the most, if not all, of the 



IV. 



many enterprises which have rewarded his labors in 
many of the past centuries of the Christian era. 

The ''playing cards" are the production of an in- 
genious human device, derived from the divine origin 
of time; "the history of which but little has hereto- 
fore been known and understood by the world of card 
players and the public in general. So far as the 
author is informed, no like historic record has ever 
been published, and card players have, seemingly, 
taken little or no interest to learn and know the his- 
toric origin of the greatest enterprise known to the 
sixteenth century, the period of their advent, so val- 
uable and important to the present generation. A 
thorough and studied perusal of this work is recom- 
mended, and will convey much desirable information 
worth knowing, and will advance its present popu- 
larity and aid its future general publication. 

THE AUTHOE. 



« 



CATLIN'S 

HISTORIC ORIGIN OF THE 

PLAYING CARDS. 



Their Original Design and Subsequent Use. Full 
and Complete. Beliahle and Authentic. 



The playing cards are of Egyptian origin and an 
ingenious human device, derived from the divine 
origin of time. The time is indefinite when Egyp- 
tian hieroglyphics were first carved on stone, repre- 
senting four numbers: the No. 4, ISTo. 12, No. 13, 
No. 52; in recognition of their Egyptian annual 
calendar of time. The number "four" representing 
the four seasons of the year — spring, summer, autumn, 
winter. The number "twelve" representing the twelve 
months of the year, January to December, inclusive. 
The number "thirteen" representing the thirteen weeks 
in each of the four seasons; and the number "fifty- 
two" representing the fifty-two weeks composing the 
full year. The playing cards represent the same iden- 



6 



tical four numbers, by the "four suits" of the pack, 
the "twelve face cards" of the pack, the "thirteen 
cards" in each of the "four suits," and the "fifty-two 
cards" composing the full pack. 

It was in an early part of the twelfth century 
when mongrel Egyptians were first attracted by the 
same "four numbers," and with their native love for 
games, sports and amusements, sought to gratify 
their eager desires and bring them into use as the 
origin of future pastime recreations and social enjoy- 
ment. The ambition to gratify their desire continued 
and repeated itself through ten succeeding genera- 
tions without success, as they were wholly unable to 
cope with so great an undertaking, by reason of their 
native ignorance, and thus did fail to introduce 
and apply the science required. A like ambitious 
desire was subsequently manifested by the more ad- 
vanced, better learned and more intelligent Egyptians, 
who struggled with the same four numbers, and for 
the same gratification of their native love for sports 
and amusements as a pastime enjoyment. They 
labored long and perseveringly, beginning with the 
number 52 as of first importance. They were not 
long in recognizing a like importance of the number 
13 in sequence order. After giving due and proper 
place to the number 4 in recognition of the four suits 
required, and by applying the two red suits in recog- 
nition of spring and summer and the two black suits 
in recognition of autumn and winter, they could thus 
represent, in due and proper contrast, the four seasons 
of the year. They could now have formulated and 
played their game in sequence order, by leaving out 
of use the number 12, and thus to break the com- 
plete chain of numbers required to make perfect their 



7 



"annual calendar of time," in recognition of its divine 
origin, knowing full well that such onaission could 
never be accepted as a popular and ingenious human 
device, consistent with the original undertaking of 
their boasted enterprise. This embarrassment con- 
tinued long, fatiguing and discouraging to their am- 
bitious enterprise, which, in the past, has ever been 
the experience of man in many of the progressive 
enterprises of human genius which now contribute 
so largely to the growth of greater facilities for a 
larger volume and better economy in many of the 
departments of business. Their new and original 
game could not be made durable and popular without 
the favorable recognition, sanction and acceptance of 
their honored "king and queen." 

With this important end in view they counseled 
together, long and patient, without success, until one 
of their number broke the spell. " I have it." And 
when explained, they mutually decided to add to each 
of the four suits the figure-heads of the "King and 
Queen," and the king's "page" in armor, with helmet, 
shield and spear, later known to euchre as the "Knave" 
and now as the "Jack," thus bringing into use the 
much needed number 12, required to complete and 
make perfect their game, by making the four "Aces," 
alike in each of the four suits, the highest command- 
ing card. With this completion, thus perfected, the 
players practiced long, making perfect their skill in 
the art and scientific use of their game. 

With such complete and perfected practice of 
their game, the four players made personal applica- 
tion and asked permission to play their game on the 
floor of the "king's court," for the edification, amuse- 



8 



ment and enjoyment of their honored king and qaeen. 
They were granted the audience they had asked, and 
played their first initial game — as yet without name 
— in the early part of the sixteenth century; so still 
and silent, with no word spoken above the sound of a 
still small voice, until the full close of the play, when 
the king pronounced the name " Whist," (a silent 
"whist of the wind,") which has endured without 
change until the present time and will ever so con- 
tinue. So elated with the game, so amused, gratified 
and entertained were the crowned heads of the king's 
court that the players were presented with a pecuniary 
compensation, equal to $1,000, of our money. It 
must be recognized that the players were the "sub- 
jects" of their king and queen, and could not be their 
"guests." The king and queen could not, would not, 
be the guests of their players; therefore, the game 
was the "guest" of the occasion and was so recog- 
nized. 

The game of Euchre is of German origin, and 
was introduced to overcome the long, tedious and 
fatiguing game of Whist, and bring into use a much 
shorter, more jolly and more social game. The 
French copied from the Germans, and brought into 
use the same identical game under their French name 
of "Ecarte." The French are known to have intro- 
duced their game of "Ecarte" into the United States 
in the early settlement of J^ew Orleans and the gulf 
coast of the present state of Louisiana. During the 
Crimean war French soldiers, when held intrenched, as 
a reserve, and a present safe keeping for future service, 
amused themselves by playing "Ecarte." 

With the present introduction of the author's 
game of " Guest," the historic origin of playing cards 



9 



may be accepted as full and complete, by the intro- 
daction of the three only original and legitimate 
games known to the playing cards. All others are 
but substitutes of a cunning device and without 
merit. 

The game of Whist has been in use nearly four 
hundred years. The game of Euchre has been in use 
nearly one hundred years. The game of Guest has 
been in use nearly two years. It is already crowned 
as the superior game of the period, and is expressed 
as "perfection perfected." 

MoEAL : The question of use and abuse? is one 
man must meet; the solution of and the answer to 
which man must be individually responsible. 

There is nothing from the hand of the Creator 
which man may make so great, so good, so wise and 
profitable use as time. And there is nothing from 
the same divine source which man may make so little, 
so evil, so unwise and unprofitable use as time. There 
is nothing from the hand of man which may be made 
to contribute so much of good, wise and moral social 
enjoyment as the playing cards; and there is nothing 
from the same human source which may be made to 
contribute so much of evil, unwise and immoral social 
estrangement as the playing cards. 

The question of good and evil is one which man 
must decide and establish as the basis of his individ- 
ual character. Of the two contending forces in man, 
the final question is, "Which of the twain shall I 
release unto myself, and which shall I crucify ? If I 
release the good and crucify the evil, then am I good. 
If I release the evil and crucify the good, then am I 
evil." 



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Consider well. Considerj and elevate the moral 
standard of human character in the mind and life of 
the individual man. 

H. D. CATLIIT, Author, 
[N'o. 817 Maine Street, Quincy, Illinois. 

" Oil, time, why thus abused? 
And thou cards, why so misused? 
Both, for good are given — 
To guide man's thought to Heaven." 

THE AUTHOR. 
Copyright, 1893, by H. D. Catlin. 



PREFACE. 

(to part second.) 



At the expense of time and study, of labor and 
cost, covering a period over- reaching two full years, 
the author, who is a retired accountant, book-keeper 
and cashier, of forty years practical experience, is now 
competent and fully prepared to issue his revised, 
corrected and perfected game of "Guest," for the 
purpose of copyright protection to himself, in the 
use and general publication of same, as hereinafter 
published and contained. It is now nearly four hun- 
dred years since the playing cards were first intro- 
duced, and with the exception of material and kind, 
of finish and design, there has been no change in the 
first original, fifty-two card pack, and never will be. 
The first original game of " Whist" could have had 
no previous history, no previous law and no rule 
beyond that adopted and practiced by the first origi- 
nal players for the edification, entertainment and 
amusement of their honored Egyptian king and queen, 
by whom their game was named, and will so remain, 
unchanged so long as playing cards continue in use. 
About one hundred years ago the German game of 
"Euchre" was introduced to overcome the long, tedi- 
ous and fatiguing game of " Whist," but in doing so 
they did but overreach their mark and drifted upon an 



XII 



opposite extreme, makiDg their game too short, too 
oft repeated and discouragingly monotonous. Like 
" Whist," they have no history, no law, and only such 
rules as they adopted and played at pleasure. Many 
changes have been introduced by the modern players 
of both games to overcome the two objectionable 
extremes peculiar to the two original games of 
"Whist" and "Euchre." 

After a thorough study had been made, and a 
thorough knowledge of the origin of the playing cards 
had been acquired, the author of the present game of 
" Guest" was not slow to realize the importance of a 
third game, which could be introduced on the basis 
of an exact even divide between the two previous 
games of " Whist" and " Euchre," in every particu- 
lar, and thus to meet the required want and supply 
the much-needed game, which may be best expressed 
as "perfection perfected." Such is the game of 
"Guest," and many old-time "Whist" and "Euchre" 
players have practiced and participated in the use of 
this new third game, who unanimously pronounce it 
to be the superior game of the period. When card 
players have made a study of the game, and also the 
law and the rule, and have familiarized themselves 
with the play of the same, they will then recognize 
the game of " Guest" to be as simple as "A, B, C," 
and as practical as "two and two make four;" a 
thoroughly scientific and mathematical game with no 
complications. THE AUTHOE. 



CATLIN'S 

NEW, ORIGINAL AND SCIENTIFIC GAME OF 

"GUEST," 

T1i9 Superior Game of the Period for the Society 
and for all Home, Domestic and 
Social Entertainments. 



The game of " Guest" is strictly a scientific and 
mathematical game, and yet it is as simple as "A, B, 
C," and as practical as "two and two make four." It 
is void of any and all complications, and therefore it 
is not fatiguing, but on the contrary resting, giving 
the needed rest required to overcome the mental and 
physical fatigue of the day and affording a pleasant 
and enjoyable pastime, uniting the family and home 
society in a common, mutual and congenial domestic 
interest. To this end the game has never been 
equalled; it can never be excelled; it is "perfection 
perfected." 

There can be only three original and legitimate 
games: 

"Whist; Euchre; Guest; 
Good, better, best." 



14 



The three most popular games for all home, 
domestic and social entertainments. The game of 
"Guest" is the latest and best of the three games. 
It is played with a selection of thirty-six cards from 
the original fifty-two card pack, leaving out of use 
the four 5 spots, the four 4 spots, the four 3 spots, 
the four 2 spots; and with the introduction of the 
"Joker" thirty-seven cards are used for the required 
purpose of having "one odd card," which is, and 
must be, the defined "trump" with each and every 
deal of the cards. The deal is made as In "Whist," 
and the cards are played as in " Euchre." 

The design of this game is recognized as " prac- 
tical business." The "Guest" furnishes the capital 
by a system of irregular, alternate deposits in the 
hands of two contestants, business firms, with each 
and every deal of the cards. Such is the business 
capital of the two contestants, to gain and save to the 
end of the play, with success and defeat ever chang- 
ing. Nine cards are given by the "Guest" (through 
the dealer,) to each of the four hands. The "Joker" 
must be held in one of the four hands and not per- 
mitted to be exposed on the table. To this end the 
two last cards, in hand of the dealer, should be con- 
sulted, when, if possible, the dealer takes the first and 
gives the second to the table as the gift of the "Guest" 
and decides the trump for each and every deal of the 
cards. The indicating trump on the table is of no 
value to the hand to be played, as it is the gift of the 
"Guest" and counts for nothing in the game. Inas- 
much as trumps will always predominate, therefore, 
in honor of and complimentary to the "Guest," the 
first lead must be a trump card, if such is possible; 
otherwise the trump lead must pass to the next player ; 



15 



trump must lead; after which, any card may be led 
at the option of the next leader, when the three play- 
ers must follow suit, if such is possible; otherwise 
trump may be played, at the option of the player, as 
in " Whist" or "Euchre." It will be observed that 
the trump suit will always be one card more than 
one-fourth of all the cards in use, and the three side 
suits (not trump) will always be one card less than 
three fourths of all the cards in use — ten trumps and 
twenty-six suit cards. Thirteen points constitute the 
full game. The counts are decided by subtracting 
the less number of tricks taken from the greater 
number, placing the balance to the credit of the par- 
ties showing the greater number of tricks taken in 
each and every hand played. All counts will, of 
necessity, be one, three, five, seven, or possibly nine, 
when a full march is made. The "Joker," with the 
use of the right and left bowers, are of the same 
value as in "Euchre;" otherwise all suit cards are 
played as in " Whist" and " Euchre" and of like 
value. 

There is no trump to be taken up, no trump to 
be ordered up, no trump to be turned down, no alone 
hand to be played, no cards out of use, no idle player, 
and no time to be lost. "Time is money." The 
foregoing objections are more than overcome and 
compensated by the use and application of a "lapse" 
of one or more points, in excess of the thirteen points, 
and made to apply on the next succeeding game. If 
the winning partners stand on an even number of 
points they will "lapse" an even number; if they 
stand on an odd number of points they will "lapse" 
an odd number. If the game is correctly kept, and 
the total number of points to the credit of the two 



16 



partnerships is correctly footed, then by subtracting 
the smallest total from the largest total, you may 
have a credit balance of points, showing a duplicate 
result of the evening's play and a "trial balance" 
proof of same. 

"We have endeavored to cover, as briefly as possible, 
all the ground required to make clear and concise the 
method of the game, and give the reasons v^hy, after 
a period of nearly four hundred years, a new, im- 
proved and superior game is now demanded to meet 
the progress of civilization, and give tg the public a 
more modern and advanced game, more in keeping 
with the spirit of the timep, and more congenial to 
the social enjoyment of the many modern entertain- 
tainments of the present day and generation. 

The game of "Whist" is too lengthy, too fati- 
guing and too exhausting. The game of " Euchre" 
is too short, repeats itself too often, and soon becomes 
too monotonous and uninteresting. Catlin's game of 
"Guest" continues with unabated interest, does not 
fatigue and never exhausts. It is based on an exact 
even divide between the two games of "Whist" and 
"Euchre" in every particular. In the original game 
of " Whist" the full pack of fifty-two cards are used, 
and in the original game of "Euchre" thirty-two 
cards are used, just twenty cards less than in "Whist," 
and with the same number of twenty cards held in 
the four " Euchre" hands. In the present game of 
"Guest" thirty-six cards are held in the four hands — 
sixteen less than in "Whist" and sixteen more than 
in "Euchre." Twenty-one points constitute the orig- 
inal "Whist" game, thirteen points constitute the 
present "Guest" game, and five points constitute the 
original " Euchre" game — a difference of eight points 



17 



in each of the three games. Thirteen cards are held 
in each of the four hands in "Whist," nine cards are 
held in each of the four hands in "Guest," and five 
cards are held in each of the four hands in "Euchre" 
— a difference of four cards in each of the three 
games. 

Four is one-half of eight. 

Eight is one-half of sixteen. 

Sixteen is one-half of thirty-two. 

In recognition of the two numbers 20, and in 
remembrance of the twelve idle cards on the table 
out of use, unknown and embarrassing to the players 
of " Euchre," the fifty-two card pack, from which the 
game of "Whist" derived its origin, may be account- 
ed for with special favor on the side of Catlin's new, 
ingenious and scientific game of "Guest." It is a 
very genteel game, a very simple game, a very prac- 
tical game; strictly mathematical, educating mental 
culture as an accomplishment. 

The law of the game of "Guest" is fixed, arbi- 
trary, abiding and unchangeable; otherwise it could 
not be the superior, scientific and mathematical game 
designed by the author, and must of necessity be at 
the mercy of many devices of many players, and soon 
would cease to be the only law-abiding game known 
to the historic origin of the playing cards, and sus- 
tained by the law of the game which prompted the 
basis of its origin. The law is fully defined by the 
following sections: 

First — The name "Guest" is fixed, arbitrary and 
unchangeable, signifying its origin, as expressed in 
the published game. 

Second — The peculiar selection of the thirty-six 
cards — from ace to six spot, inclusive — as expressed. 



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Third — The introduction of the "Joker" as the 
required odd card and commanding trump, as ex- 
pressed. 

Fourth — The thirteen points required to make 
and constitute the full game, as expressed. 

Fifth — The method of count, by subtracting the 
less number of tricks from the greater number, giv- 
ing credit, balance only, to the side of the greater 
number, as expressed. 

Sixth — The first lead must be a trump card when 
possible; otherwise pass the lead to the next player. 
Trump must lead. 

Seventh — The lapse of all points, one or more, 
in excess of the thirteen points, to apply on the next 
succeeding game. 

Eighth — The position of the indicating trump 
on the table must be at the left hand of the present 
dealer, at the right hand of the one who must deal 
next, under the eye of the four players, and no ques- 
tion to ask or answer is required. 

Finale — The game is sustained by the best and 
roost modern law known to the best and most modern 
system of " Double Entry Book-keeping," on the basis 
of defined balances, with each and every business 
transaction, as proved by the final balance sheet of 
the evening*s play of the game of "Gruest." 

Rules for the play of the game of "Guest" may 
be at the option of, and sustained by the judgment 
of each player, so long as the law of the game is 
fully understood, applied and sustained, with no de- 
viation whatever. 

The author would advise and recommend the lead 
of the "Joker," when such is possible, for your first 



19 



trump lead; otherwise lead your smallest trump card, 
trusting the result to your partner's play. 

For your second and subsequent leads play the 
ace, when such is possible; otherwise play your 
smallest suit card, trusting the result to your part- 
ner's play. 

When the leader holds a single card of any one 
of the three side suits, it is desirable for a second or 
third lead to reduce suit, and thus to give an added 
opportunity for the subsequent play of trump, trust- 
ing the result to your partner's play. 

The three games may all alike be made "progres- 
sive," and conform to modern custom, under the 
three popular names of — 

" Drive Whist." 

"Progressive Euchre." 

"Honored Guest." 

The merit due to the game of "Guest" is its 
practicability, simplicity and perfect harmony, over- 
coming the two objectionable extremes, alike pecu- 
liar to the two games of "Whist" and "Euchre." 
The strength of this present game is in the close 
attention and watchful observance of the players, re- 
membering the cards as played and to be played, 
which may be known alike to each of the four players 
by a studied application to the play of the game. 

H. D. CATLm, Author, 
No. 817 Maine Street, Quincy, Illinois. 



Copyright, 1893, by H. D. Catlin. 



Entered according to Act of Congress, in the year 1893, 
H. D. CATLIN, 
in the office of Librarian of Congress, at Washington. 



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